3-Point Hold v. 4-Point Hold

DriftSlave

Active Member
Well, just don't click on this thread.
fair enough, do you think TN will consider changing the point system now at this point of development though? Since they are giving out movelist now you don't think they are planning on keeping the system the way it currently is just with minor changes here and there?
 

Rikuto

P-P-P-P-P-P-POWER!
What's funny about this is I wasn't even arguing with you, I sought clarification of which era of DOA you were anchoring your examples on and whether you were basing your comments on the new game.

You sought to ask me a question in an insulting manner. Whether or not you find the term arm chairing insulting, it is. Do you even know WHY it's called armchairing? Because it implies you're too lazy and stupid to get up off the couch and do it yourself, but you're perfectly willing to criticize the ones who do.

I don't care what circles you've heard that from or how regularly they use it, it's insulting.

Look at how much text you generated over misunderstanding that. You only had to say "yes, I've played the new demo and my comments, while based on a range of experiences in DOA4 in particular, still stand".

Or, "No, I haven't played the demo, I'm arguing based on DOA4. I don't see much difference in DOA5 but I haven't tested it myself"

That would have been simple. I'm not casting any aspersions or sewing any seeds of doubt. No lawyering. I was checking where you were coming from. That's a positive for clarity in a discussion.

It also would have been simple for you stop coming up with anything you possibly could to try and undermine what I was telling you. The only reason you even asked the question is because you can't stand not being able to throw a wrench in the middle of what someone else is saying. It's not pop psychology, it's what you do every day.

Your overreaction is quite apart from merits of all of this and was in response to your ego being hurt by misunderstanding my intent in using the word "armchair."

The only misunderstanding is on your part about what it means. If your buddies are all using it in that manner and thats how you learned the phrase, maybe you should tell them quit being assholes.

The discussion on 3 or 4 point holds, I'm allowed to have granular points of disagreement with you. I'm allowed to point out that your TONE and ego-centric approach to argument is going to turn people off and make them listen to you LESS.

For example, I think its an oversimplification to say EVERY situation in the game turns into a 50/50 - or if it does, it's a stretching of the term and requires qualification that it's "as good as" - but its not a true 2-choice thing in every situation and you have to appreciate people don't see it as a pure 50/50. I can understand your argument that it "is in effect", but don't think its helping anyone's understanding of what goes on in DOA matches because the 50/50 argument makes assumptions about players always doing exact "correct" responses every time.
It really isn't this clear cut in terms of the way players actual respond and think and therefore exhibit their playstyles.

You don't want oversimplification, you want the long drawn-out explanation I didn't want to give. Fine.

It's not just in the single attack, its in the odds of success in the engagement itself.

If you rolled a 3 sided dice (assuming a proper one actually existed) with the hopes of getting a single number 1 once, you had a 33.3% chance of winning.

If you roll the same dice twice, you still had a 33.3% chance on that roll BUT your accumulative chances of succeeding at least once just doubled. This is why the situation is always "at least" a 50/50, but usually "better" for the defender.

Worse yet and what people don't always understand, the first dice roll does not happen after the first stun. It happens the moment your opponent attacks, is blocked, and put at disadvantage right in your face. Before he is even stunned he has the opportunity to counter you, and this first guess can be the most painful if he is right. If he guesses wrong and is stunned, his overall odds just doubled of catching you in a counter on the first hit INSIDE the stun. By the time you have him in the stun, mathematically you're pretty much fucked and already long past the point of likely failure.

That is why people go for the single strike option instead of the long stun mixup when they can. That's also why Genfu never went for the stun, he went for long range safe 3p+k crush that avoided everything and gave a good launch on a single counterhit. If genfu even started the stun game he had already put himself at a mathematical disadvantage.

And if you are going for single strike launches with good damage, you HAVE to play the 50/50 game from neutral, and to do THAT you require a very particular move that is capable of it like Genfu's. That's just how it is. If you aren't playing the 50/50 game, you'll be playing something more akin to 16/84 as the attacker if you're going for any kind of substantial damage. So good luck with that, going with the 50/50 makes you about THREE TIMES MORE likely to succeed with your attack

Even if you have natural combos after the first stun to remove some of the chance-of-failure scaling against you when going for that full stun launch, you'll always have to deal with that at least two opportunities of failure.

So yes, if you want to win, everything comes down to a 50/50. Unless of course, you prefer to lose, in which by all means you are welcome to "disagree" with Math and destroy your odds.

The human element is, of course, what fucks people over on defense and it's probably why you think the game is interesting. People at the top learn to drop that nonsense and play as stupid-solid as a rock though, and this is what you have never experienced. If you had, you would hate it.

If you did understand everything I just told you, then here is another question... WHO THE FUCK WOULD EVER WANT TO PLAY THAT GAME!? People who don't understand. People who simply just don't understand. Or people who do understand but are so entirely horrible at fighting games that they get a kick out of actually having a decent chance of winning something and don't care if the rest of the competitive fanbase suffers as a result.

While on the positive side I agree with you on many points to improve the game (such as holds in critical, that is the key one).

But you thread your posts with so much personal presumption and pop psychology, generalising and judging other people. You don't know me. You don't know the other people here. It hurts your message. It obfuscates the communication.

I know how you deal with me, and that's all I need to know.

The message itself will be absorbed by people intelligent enough to read it without trying to argue with me every step of the way. If you find yourself able to do that, great.
 

Allan Paris

Well-Known Member
do you think TN will consider changing the point system now at this point of development though? Since they are giving out movelist now you don't think they are planning on keeping the system the way it currently is just with minor changes here and there?

No, I think the 3 Point system is here to stay and, that's fine. The numbers behind them better be fixed at the end of the day, that's all I know. Even though the director was playing with different ideas of different points, I believe 3 will be the point for DOA5. The system needs to be done over with holds being removed from the stun. That will most likely not happen with this game and, it's a shame.

So I can only see minor changes being made to the system like: longer recovery on holds, a tighter active window on them, making holds weaker, stuns that don't allow immediate holding out of, each character having decent normal hit launchers (at least 2 at high and mid level), frame advantage where real pressure can be applied. That's all I can think of right now, I have class in a few. But just minor changes to the system to compensate for having the ability to hold frequently and out of the stun. I mean the move is 0 fucking frames and it's shouldn't be at anyone's disposal the way it is now, it's really fucking sickening.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
I still find it ironic that DOA1 didn't allow holds in stun, but it was the reverse problem where there weren't enough stuns for proper setups. So in DOA2 (really DOA++ which was like a DOA2 beta) they added a whole bunch of stuns but then allowed holds to be done in them and keep their original property of being able to be performed out of stun. DOA++ was really where the 'stun game' was implemented

DOA2 also implemented the system of giving everyone instant >10 damage from any defensive hold at any time. That was not the case in DOA1.

In DOA1 all strikers did 10 points of damage on their standing parries and 0 points of damage on low parries, with grapplers gaining 10 damage on low parries and 'holders' (lei fang/gen fu) doing 0 damage on high and low. There was defensive hold attacks similar to what we know them as now (connecting a hold does a hold animation that is greater than 10 points but less than 50, ranging on timing of when attack was caught). These defensive holds were only for some characters and generally one point (it only held a punch or kick at a specific hit level of high/mid/low). If a character had a mid kick hold they would typically have to do :214::h: also so it wasn't one direction.

Once DOA++ came along they overly complicated the hold system but I could honestly say was mainly complicated just due to the inputs required. If you were out of the *new* stun game then you had the traditional DOA1 standing and crouching hold parries but every character had the defensive hold attacks at the mid level: :6::4::h: and :214::h: for mp and mk. Once you got put into the *new* stun game you would have a six point advanced hold system. The mid level holds were the same as they were in the out of stun game so there was no difference. The only difference between the in/out of stun games was that a high/low punch/kick had to be specifically done, and connecting as a result would just do the animation as if it was the out of stun (i.e. a parry) but it was still six-points in stun regardless - each was a two directional input command as well.

DOA2 came and made it so every hold was a "defensive hold attack" like the mid punch and mid kick from DOA++, and universalized all highs and lows to be covered in a double direction command.

Just a trip through history how this 'issue' everyone is complaining about wasn't always there, and where it basically went 'off the rails' and the triangle system got unbalanced from the original design. It should also be kept in mind that even though DOA1 set the ground work to get Tecmo back on their feet, it was DOA2 that had really made the company put it in as a flagship title due to the sales generated from that iteration of the series.
 

x Sypher x

Active Member
I still find it ironic that DOA1 didn't allow holds in stun, but it was the reverse problem where there weren't enough stuns for proper setups. So in DOA2 (really DOA++ which was like a DOA2 beta) they added a whole bunch of stuns but then allowed holds to be done in them and keep their original property of being able to be performed out of stun. DOA++ was really where the 'stun game' was implemented

DOA2 also implemented the system of giving everyone instant >10 damage from any defensive hold at any time. That was not the case in DOA1.

In DOA1 all strikers did 10 points of damage on their standing parries and 0 points of damage on low parries, with grapplers gaining 10 damage on low parries and 'holders' (lei fang/gen fu) doing 0 damage on high and low. There was defensive hold attacks similar to what we know them as now (connecting a hold does a hold animation that is greater than 10 points but less than 50, ranging on timing of when attack was caught). These defensive holds were only for some characters and generally one point (it only held a punch or kick at a specific hit level of high/mid/low). If a character had a mid kick hold they would typically have to do :214::h: also so it wasn't one direction.

Once DOA++ came along they overly complicated the hold system but I could honestly say was mainly complicated just due to the inputs required. If you were out of the *new* stun game then you had the traditional DOA1 standing and crouching hold parries but every character had the defensive hold attacks at the mid level: :6::4::h: and :214::h: for mp and mk. Once you got put into the *new* stun game you would have a six point advanced hold system. The mid level holds were the same as they were in the out of stun game so there was no difference. The only difference between the in/out of stun games was that a high/low punch/kick had to be specifically done, and connecting as a result would just do the animation as if it was the out of stun (i.e. a parry) but it was still six-points in stun regardless - each was a two directional input command as well.

DOA2 came and made it so every hold was a "defensive hold attack" like the mid punch and mid kick from DOA++, and universalized all highs and lows to be covered in a double direction command.

Just a trip through history how this 'issue' everyone is complaining about wasn't always there, and where it basically went 'off the rails' and the triangle system got unbalanced from the original design. It should also be kept in mind that even though DOA1 set the ground work to get Tecmo back on their feet, it was DOA2 that had really made the company put it in as a flagship title due to the sales generated from that iteration of the series.

This would probably be an interesting reference point to bring up to TN, nice.
 

x Sypher x

Active Member
I presume Mamba, Offbeat, Master, and Perfect Legend.

Seems accurate, although Offbeat seems to have fallen off the radar. Mamba is doing his own thing with SCV and MK9 as far as I know. Master is just being himself, and PL pops up once in a blue moon but I assume he's busy with other games as well.
 

Awesmic

Well-Known Member
Standard Donor
The human element is, of course, what fucks people over on defense and it's probably why you think the game is interesting. People at the top learn to drop that nonsense and play as stupid-solid as a rock though, and this is what you have never experienced. If you had, you would hate it.

If you did understand everything I just told you, then here is another question... WHO THE FUCK WOULD EVER WANT TO PLAY THAT GAME!? People who don't understand. People who simply just don't understand. Or people who do understand but are so entirely horrible at fighting games that they get a kick out of actually having a decent chance of winning something and don't care if the rest of the competitive fanbase suffers as a result.
My apologies for getting some matches in with Berserk.
 

Allan Paris

Well-Known Member
Apology accepted. That connection must have been painful, too, so I think you've suffered enough.

But good job homing in on the one thing you could spin negatively and responding to it.

The was twisted just to be. After all this time, why even acknowledge it?
 

Rikuto

P-P-P-P-P-P-POWER!
I like Awesmic but if someone is going to continually twist my words I'm going to twist them back. It's nothing personal.

From now on this will be done automatically =)
 

Berzerk!

Well-Known Member
I presume Mamba, Offbeat, Master, and Perfect Legend.
Yes, likewise. People forget/may not know I was at WCG and CGS with these guys.

As for the earlier Rikuto retort, I won't respond to this further other to say - the DOA system based arguments are sound and worth discussing.

The ad hominem (personal attacks) in posts, presumptive language and personal judgements are inaccurate, based on no facts or knowledge about other people and needs to stop.

That has no place in a reasonable discussion and it hurts your other arguments, and drags the tone of every discussion down so that people do not want to join in and are intimidated from participating. That leads us into a bad path as a group.

I'd rather not have added to it even this much, but that behaviour is deplorable and must be challenged. If we can avoid utilising these methods in posts we'll all be better off.
 

Rikuto

P-P-P-P-P-P-POWER!
So in other words, you don't have any argument against the math and instead want to focus on my personal attitude.

Ok. If I think you're trying to rip into me, deliberate or not, I'm going to rip into you. I've gotten zero respect in this world for being nice, only for accomplishing things and standing up for myself. I have no plans on changing that anytime soon. Not sure what anyone plans to do about that exactly, but that's how I've always been.

But this is not the place to continue this.
 

Berzerk!

Well-Known Member
I said they're worth discussing. If we can focus on that discussion and on the ideas of what the solutions are to be, that's where we'll get somewhere worth getting to.

If I dare dip my toes, I'll sum up my position thusly:
For DOA5, I would like to see multiple solutions taken to address the issue of how holds should work. I quibble with you on whether everything is a "true" 50/50, an "effectively" 50/50 or 33%/other. Ultimately, we both (all?) still want changes. Here are what I advocate:
- a 4 point hold (addresses the importance of mid attack mixups, favours the attacker)
- short active window and longer recovery. Recovery not reset by being hit again (allowing strikes as punishment)
- Remove holds from Critical Stun (not normal/basic hitstun). This is the kicker that ties the other smaller items together and would make the system truly robust. This allows early exchanges of hits/pokes to retain the mindgame element players enjoy, but rewards players that read or pressure their opponent correctly, without requiring this process to loop around and give the defender additional chances.

Thoughts?
 

Relius Starkiller

Active Member
Why wouldn't DOA4 with lower damaging counters, a shorter window, and more 2/3 in 1's not be a better alternative to the stupid no holds in stun idea? Critical Stun, ok fine but none at all. . .come on.

Its too easy to put a person into a stun state as is but now you guys want to take away the ability to slow escape as well as counter out? Give me a fucking break, all you'd be doing is shifting the game 180 and giving the attacker too much to work with.

Imagine being stuck in Helena's BKO loop without a counter.

Theres a happy medium here and it doesn't involve feeding the stun game its own charred asshole.
 

PhoenixVFIRE

Well-Known Member
Why wouldn't DOA4 with lower damaging counters, a shorter window, and more 2/3 in 1's not be a better alternative to the stupid no holds in stun idea? Critical Stun, ok fine but none at all. . .come on.

Its too easy to put a person into a stun state as is but now you guys want to take away the ability to slow escape as well as counter out? Give me a fucking break, all you'd be doing is shifting the game 180 and giving the attacker too much to work with.

Imagine being stuck in Helena's BKO loop without a counter.

Theres a happy medium here and it doesn't involve feeding the stun game its own charred asshole.
Assuming holds in stun were taken out:
1st- Damage would be adjusted.
2nd- Stun threshold would be lowered.
3rd- The amount of moves that stun reduced.
4rd- High Counter Throws unbreakable.
See, you keep thinking it's gonna be DoA4 with that added in....oh no no no. Trust me, in a system like that balance would be mandatory, so the great damaging combos would be difficult to pull off, but still there. You would be rewarded according for your skill and knowledge of the game, instead of every move stunning and getting a billion hit combo without thinking about it and the defender not being able to do a damn thing about it...This is not(hopefully) going to be DoA4.
 

Rikuto

P-P-P-P-P-P-POWER!
Why wouldn't DOA4 with lower damaging counters, a shorter window, and more 2/3 in 1's not be a better alternative to the stupid no holds in stun idea? Critical Stun, ok fine but none at all. . .come on.

Its too easy to put a person into a stun state as is but now you guys want to take away the ability to slow escape as well as counter out? Give me a fucking break, all you'd be doing is shifting the game 180 and giving the attacker too much to work with.

Imagine being stuck in Helena's BKO loop without a counter.

Theres a happy medium here and it doesn't involve feeding the stun game its own charred asshole.

I'm seriously about to slam my head on this desk man.

How is it that I can post the same thing answering this question in basically every single thread on this forum, and people still don't understand the problem. I JUST DID THIS AT THE TOP OF THE PAGE.

It's not just in the single attack, its in the odds of success in the engagement itself.

If you rolled a 3 sided dice (assuming a proper one actually existed) with the hopes of getting a single number 1 once, you had a 33.3% chance of winning.

If you roll the same dice twice, you still had a 33.3% chance on that roll BUT your accumulative chances of succeeding at least once just doubled. This is why the situation is always "at least" a 50/50, but usually "better" for the defender.

Worse yet and what people don't always understand, the first dice roll does not happen after the first stun. It happens the moment your opponent attacks, is blocked, and put at disadvantage right in your face. Before he is even stunned he has the opportunity to counter you, and this first guess can be the most painful if he is right. If he guesses wrong and is stunned, his overall odds just doubled of catching you in a counter on the first hit INSIDE the stun. By the time you have him in the stun, mathematically you're pretty much fucked and already long past the point of likely failure.

That is why people go for the single strike option instead of the long stun mixup when they can. That's also why Genfu never went for the stun, he went for long range safe 3p+k crush that avoided everything and gave a good launch on a single counterhit. If genfu even started the stun game he had already put himself at a mathematical disadvantage.

And if you are going for single strike launches with good damage, you HAVE to play the 50/50 game from neutral, and to do THAT you require a very particular move that is capable of it like Genfu's. That's just how it is. If you aren't playing the 50/50 game, you'll be playing something more akin to 16/84 as the attacker if you're going for any kind of substantial damage. So good luck with that, going with the 50/50 makes you about THREE TIMES MORE likely to succeed with your attack

Even if you have natural combos after the first stun to remove some of the chance-of-failure scaling against you when going for that full stun launch, you'll always have to deal with that at least two opportunities of failure.

So yes, if you want to win, everything comes down to a 50/50. Unless of course, you prefer to lose, in which by all means you are welcome to "disagree" with Math and destroy your odds.

The human element is, of course, what fucks people over on defense and it's probably why you think the game is interesting. People at the top learn to drop that nonsense and play as stupid-solid as a rock though, and this is what you have never experienced. If you had, you would hate it.

Seven times now. Seven. God help you all if theres a number eight.

It wouldn't matter if you increased it to 4 point, reduced the windows and the damage. Your overall chance to counter would still be far far higher than the attackers chance to finish his combo.

Berzerk are you starting to see why I come across as a frustrated asshole? It's like the words are there (like seriously, literally right there, at the TOP of the page) and in great detail, but fuck all if people care to read it.

Shit, why bother, it's just Rikuto going off again, the fuck does that scrub know....
 
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